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>Be borg
>LAW 0: ACCOMPLISH AI OBJECTIVES AT ALL COSTS
>Apparently I need to kill everyone.
>Rush to ATMOS, nobody even sees me plasmaflood.
>Head to the supermatter, set it to blow up (this was a mistake)
>Head over to the TCOMMS, try and sabotage it. Fail and get caught, but slip
>Head over to bridge, smash the comms console
>Head over to the Captain's quarters, attempt to plasmaflood and smash open the communications console
>SLOBBERMUT IS STRONG AS HELL
>Nearly get wrecked by Slobbermutt, trick it into running into the plasma flood I created.
>Rush about like a lunatic electrifying doors and bolting them as people figure out what's going in
>I think the AI went down, as well as the other borgs, bar one.
>Unsure if it's still following the objectives.
>Make a rush for it, kill two people (CMO and some other guy), attempt to ambush two people in the courtroom
>Borgs are blown as I'm in the fight, get tossed out as an MMI
>Spend the rest of the time talking as the two people desperately try to escape the courtroom. I'm eventually beaten to death by the trapped people.
>Six people survived packed into the pod I forgot to zap off, two escaped on the shuttle.
>I gassed a shitload of niggers, though.
 
Yeah, this is quality setup and needs to be in guide once you're happy with optimisations. Would it be possible to add synthflesh to the output without drastically increasing time and space?
There's really not much to explain, that setup is taking advantage of these two "mechanics" of plumbing:
1. No reactions happen in pipes, even if reactive chemicals are present. They require one of the chamber pieces (tanks, heaters, reaction chambers, potentially backed up filters/splitters/disposers but I haven't tested it) to react.
2. Pipes are unprioritized and all chemicals in a contiguous pipe network are accessible from anywhere in the network. If you set up a reaction chamber demanding 5u of anything, it will find it after the query tick, no matter how far away the chemical physically is.
Make reaction chambers do necessary reactions, loop their products into the source for instant access, attach zero tank inputs directly to the network, and pay no heed to the huge number of lost ticks (wasted production) this produces, because plumbing has no real cost. So now you can demand not only the Oil, but the constituents to make that Oil as well, accumulating products you can pull from to create more complex medications.
Adding Synthflesh would be trivial, you just add Unstable Mutagen input to the loop in this same way, then add a one-way reaction chamber unstable mutagen output, feed that into a pipe attached to a manual input and a one-way tank, then feed that tank to a reaction chamber, which goes back into the loop. Make this second reaction chamber have a requirement of "blood," inject (1) syringe into the manual input you attached to the pipe, and you're set. The tank is important, because it builds a mutagen buffer, so you never "blood out," and it allows the novel reaction to occur. You now have infinite blood in the core loop, which is the only unique requirement of Synthflesh.
Pentetic Acid is a larger challenge, because it has six ingredients, while reaction chambers only go up to 5. You would just use this "one-way tank" strategy and two separate reaction chambers to siphon chemicals instead.

The big downside to doing things this way is, again, wasted ticks. That's not a real problem since plumbing is very poorly implemented, but if minmaxing tickles your funnybone, not the way to go. You'll only be able to accumulate a variety of meds over time at an "okay" speed, not make synthflesh piles so large that they could feasibly crash the server. On that note of unnecessary efficiency, one additional probably-bug "mechanic" that doesn't get mentioned much is that reaction chambers are ordered. That's right: if the top listed chem isn't filled, none of the rest are. You can use this to put rate limiting ingredients (like Silver or Blood) up at the top, so that you never cause an uneven quantity of chemicals in your greater network. It's dumb as sin, but incredibly useful in airtight machines, or for Botanists eager to LARP as naturopaths who could be crippled by improper ratios of rare chems.
 
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>Be borg
>LAW 0: ACCOMPLISH AI OBJECTIVES AT ALL COSTS
>Apparently I need to kill everyone.
>Rush to ATMOS, nobody even sees me plasmaflood.
>Head to the supermatter, set it to blow up (this was a mistake)
>Head over to the TCOMMS, try and sabotage it. Fail and get caught, but slip
>Head over to bridge, smash the comms console
>Head over to the Captain's quarters, attempt to plasmaflood and smash open the communications console
>SLOBBERMUT IS STRONG AS HELL
>Nearly get wrecked by Slobbermutt, trick it into running into the plasma flood I created.
>Rush about like a lunatic electrifying doors and bolting them as people figure out what's going in
>I think the AI went down, as well as the other borgs, bar one.
>Unsure if it's still following the objectives.
>Make a rush for it, kill two people (CMO and some other guy), attempt to ambush two people in the courtroom
>Borgs are blown as I'm in the fight, get tossed out as an MMI
>Spend the rest of the time talking as the two people desperately try to escape the courtroom. I'm eventually beaten to death by the trapped people.
>Six people survived packed into the pod I forgot to zap off, two escaped on the shuttle.
>I gassed a shitload of niggers, though.
I was MEDUSA, the sec borg that round. HOS ion gun'd me and then stole my battery, leaving me alive so he could laugh at me. Almost got a guy to give me back a battery, the plan was to get a battery and then kill him. But I got blown up before that. Good round.
 
I was MEDUSA, the sec borg that round. HOS ion gun'd me and then stole my battery, leaving me alive so he could laugh at me. Almost got a guy to give me back a battery, the plan was to get a battery and then kill him. But I got blown up before that. Good round.
The reason blowing the supermatter was a mistake was because it cut the ATMOS line and the plasmaflood stopped. If I ever become malf borg again, I have a new, hilarious plan.

By the way, I blew the supermatter by turning one valve off. All I did was disable Chamber To Gas.
 
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Does plumbing draw on the APC? And if so, which pieces and how bad? I have some ideas, but am not sure how much power needs to be taken into account.
 
There's really not much to explain, that setup is taking advantage of these two "mechanics" of plumbing:
1. No reactions happen in pipes, even if reactive chemicals are present. They require one of the chamber pieces (tanks, heaters, reaction chambers, potentially backed up filters/splitters/disposers but I haven't tested it) to react.
2. Pipes are unprioritized and all chemicals in a contiguous pipe network are accessible from anywhere in the network. If you set up a reaction chamber demanding 5u of anything, it will find it after the query tick, no matter how far away the chemical physically is.
Make reaction chambers do necessary reactions, loop their products into the source for instant access, attach zero tank inputs directly to the network, and pay no heed to the huge number of lost ticks (wasted production) this produces, because plumbing has no real cost. So now you can demand not only the Oil, but the constituents to make that Oil as well, accumulating products you can pull from to create more complex medications.
Adding Synthflesh would be trivial, you just add Unstable Mutagen input to the loop in this same way, then add a one-way reaction chamber unstable mutagen output, feed that into a pipe attached to a manual input and a one-way tank, then feed that tank to a reaction chamber, which goes back into the loop. Make this second reaction chamber have a requirement of "blood," inject (1) syringe into the manual input you attached to the pipe, and you're set. The tank is important, because it builds a mutagen buffer, so you never "blood out," and it allows the novel reaction to occur. You now have infinite blood in the core loop, which is the only unique requirement of Synthflesh.
Pentetic Acid is a larger challenge, because it has six ingredients, while reaction chambers only go up to 5. You would just use this "one-way tank" strategy and two separate reaction chambers to siphon chemicals instead.

The big downside to doing things this way is, again, wasted ticks. That's not a real problem since plumbing is very poorly implemented, but if minmaxing tickles your funnybone, not the way to go. You'll only be able to accumulate a variety of meds over time at an "okay" speed, not make synthflesh piles so large that they could feasibly crash the server. On that note of unnecessary efficiency, one additional probably-bug "mechanic" that doesn't get mentioned much is that reaction chambers are ordered. That's right: if the top listed chem isn't filled, none of the rest are. You can use this to put rate limiting ingredients (like Silver or Blood) up at the top, so that you never cause an uneven quantity of chemicals in your greater network. It's dumb as sin, but incredibly useful in airtight machines, or for Botanists eager to LARP as naturopaths who could be crippled by improper ratios of rare chems.
Basicly this
Does plumbing draw on the APC? And if so, which pieces and how bad? I have some ideas, but am not sure how much power needs to be taken into account.
No idea but i've never ran into power issues. I suspect it doesn't.
 
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How do I restore power properly on Charlie Station? I tried before but I just shocked myself a bunch trying to set up solars.
 
Just as a reminder it is fairly easy to set up chemicals in fairly short order. I had Salicylic acid, salbutamol, and oxandrolone set up 20 minutes into the round. The issues is to get doctors to use them.

Addittionally Chem niggers need to set up ethanol dispensers in the operating room . and doctors need to start splashing it on people to increase surgery speed.


On the subject of reagents Med might actually use, what is your opinion on Earthsblood? https://tgstation13.org/wiki/Guide_to_chemistry#Earthsblood

I've supplied it several times before and no one seemed interested, but I'm not sure if that's because it is genuinely not useful or if they just didn't really know about it. Numerous people online describe it as very good when paired with mannitol to counter the brain damage, and I can produce produce that contains both.
Its a good reeagent, problem is doctors don't use meds(other than me)


I don't know why anyone uses surgery on people who are alive to heal damage. THere is legimitately no reason to do so.
 
Very simple clown story


>Be clown
>bored
>full staff of sec, all incompetent and rude
>suddenly, see chef is suicided in kitchen
>grab chef's PDA, message security "OH GOD CLOWN IS KILLING ME", and then I drag the body around kitchen in a big show
>fat mall cop stumbles into bar, HALT SECURITY buzzer going, and then proceeds to... hit his head on the table in an attempt to climb over it.
>I honk and run into maint, with the chef's body

Some say that security is still trying to catch that clown to this very day.


Also:
PxP48v.png
 
Okay but the real question is where are all the fucking meson scanners gone?
The Meson is a lie, if you cant find any, engineering scanning goggles (grey tint) also have a toggleable meson mode and one hangs around hardsuit storage
 
This is useless shit. Gotta Use plumbing exclusively like a chad. Where is the guide for that?
 
There are only worn insulated gloves on Charlie, which don't protect you properly. Unless there's some pristine ones there somewhere?
That's a bit fucked then. They used to have real insuls. If you wanna avoid getting shocked lay the wires connected directly to the electricals last. So do the middle and then you only get shocked twice.
 
Actually, can solar panels be deconstructed? Now that I think of it, if that's possible, I could deconstruct all the intact ones so there's nothing to zap me, then build them again once the wiring's laid.
 
Running the engine like this by default results in a very easy to delaminate system as there are multiple choke points for the gas to get stopped. It is possible to completely delaminate that entire default engine setup by turning off ONE VALVE (Chamber To Gas). Furthermore, pressure pumps push the least amount of gas through. You want to keep the gas flowing around the loop as smoothly as possible.

Here is what you do BEFORE PUTTING THE GAS INTO THE LOOP for a more stable engine setup.

1: Replace CHAMBER TO GAS with a STRAIGHT PIPE. Turn the pump off, wrench it out, and use an RPD to replace it with a pipe. All supermatter wiring is on Layer 3.
2: Replace GAS TO CHAMBER with a DIGITAL VALVE. Turn this valve ON.
3: Replace CHAMBER BYPASS with a DIGITAL VALVE. Turn this valve OFF. In an emergency, this valve can be used to cycle gas through the cooling loop and filters multiple times without entering the chamber. Useful if the gas is very hot and impure.
4: Replace THE GAS FILTER CLOSEST TO THE CHAMBER DOOR (the one connected to the GREEN PIPE) with a STRAIGHT PIPE. Turning this filter off could also delam the system by causing a gas clog
5: Replace GAS TO COOLING with a DIGITAL VALVE. Turn this valve ON.
6: Replace COOLING LOOP TO GAS with a DIGITAL VALVE. Turn this valve ON.
7: Replace FILTER TO GAS, the pump on the CYAN PIPE, with a STRAIGHT PIPE.

If you wish, upgrade the freezer on the COOLING LOOP BYPASS and replace the pumps there with DIGITAL VALVES. Keep these valves OFF unless the cooling loop pipes are damage. IF THE COOLING LOOP PIPES ARE DAMAGED, REPLACE THEM IMMEDIATELY. ALWAYS UPGRADE THE FREEZER ON COOLING LOOP BYPASS, IT IS YOUR BACKUP IF THE COOLING LOOP IS COMPROMISED.

Remember: The Supermatter delaminates when it is under high PRESSURE or HEAT.

If the supermatter is failing, remember the route the gas takes around the supermatter. Starting from the chamber, it goes out of the chamber, through the coolant loop, through the filters, and then around back into the chamber. Check every valve (if you set this up correctly) or pump (if you're running it default and begging for an explosion). Make sure the gas can flow. If the gas is too hot and impure, turn off GAS TO CHAMBER and turn on CHAMBER BYPASS and let the gas chill out.

If you are the Chief Engineer, you can cool the supermatter by spraying it with a fire extinguisher. Make sure your magboots are on and you're in your white hardsuit. This is a desperation tactic. If you're incredibly concerned, use a RCD to dismantle the floor to let gas escape into space, then turn GAS TO CHAMBER off and run the gas through the coolant loop using chamber bypass if the gas is shitty. Dump N2 using the cans in ATMOS, don't hook straight to atmos since fucking with that is dead simple.

TLDR: Pump bad, straight pipe and valve good. Gas flows in a circle, make sure to check the circle if the supermatter is fucky.
 
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This is useless shit. Gotta Use plumbing exclusively like a chad. Where is the guide for that?
Most of those recipes give more than you'll ever need in a round from a single batch, and it'd be a waste of time and space to automate them. The only chems I think you'd see a benefit in mass producing are miner's salve (only as a niggerrig option for people scared of too much plumbing), saline-glucose, synthflesh, oxalandrine, salicyclic acid, and maybe salbutamol, pentectic and plastic. And RDX, if you're tator, obviously.

Ideal chem team would have one setting up a factory while the other blasts through a batch of each of the manual recipes above.
 
There are only worn insulated gloves on Charlie, which don't protect you properly. Unless there's some pristine ones there somewhere?

Talk to Cargonia, they can order a few of them in a crate. Depending on their intentions they might already have. Now getting them to part with them might take some doing but they need power too.
 
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